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Titlebook: GPU-Based Techniques for Global Illumination Effects; László Szirmay-Kalos,László Szécsi,Mateu Sbert Book 2008 Springer Nature Switzerland

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书目名称GPU-Based Techniques for Global Illumination Effects
编辑László Szirmay-Kalos,László Szécsi,Mateu Sbert
视频video
丛书名称Synthesis Lectures on Visual Computing: Computer Graphics, Animation, Computational Photography and Imaging
图书封面Titlebook: GPU-Based Techniques for Global Illumination Effects;  László Szirmay-Kalos,László Szécsi,Mateu Sbert Book 2008 Springer Nature Switzerland
描述This book presents techniques to render photo-realistic images by programming the Graphics Processing Unit (GPU). We discuss effects such as mirror reflections, refractions, caustics, diffuse or glossy indirect illumination, radiosity, single or multiple scattering in participating media, tone reproduction, glow, and depth of field. The book targets game developers, graphics programmers, and also students with some basic understanding of computer graphics algorithms, rendering APIs like Direct3D or OpenGL, and shader programming. In order to make the book self-contained, the most important concepts of local illumination and global illumination rendering, graphics hardware, and Direct3D/HLSL programming are reviewed in the first chapters. After these introductory chapters we warm up with simple methods including shadow and environment mapping, then we move on toward advanced concepts aiming at global illumination rendering. Since it would have been impossible to give a rigorous review of all approaches proposed in this field, we go into the details of just a few methods solving each particular global illumination effect. However, a short discussion of the state of the art and links
出版日期Book 2008
版次1
doihttps://doi.org/10.1007/978-3-031-79525-1
isbn_softcover978-3-031-79524-4
isbn_ebook978-3-031-79525-1Series ISSN 2469-4215 Series E-ISSN 2469-4223
issn_series 2469-4215
copyrightSpringer Nature Switzerland AG 2008
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From Mid-20th-Century to the Present, light and the last viewing rays, which might be modified due to moving lights and camera. Pre-computation aided approaches pre-compute the effects of the static parts of the light paths, and evaluate just the light and viewing rays run-time.
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Ray Casting on the GPU,e most straightforward and general approach is to use . which intersects scene surfaces with a half-line called the . and returns the intersection that is closest to the start of the ray. Classic and successful global illumination methods such as . [72], . [69, 68, 70], or . [78] rely on this operation.
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Diffuse and Glossy Indirect Illumination,e directions but the radiance is higher in the vicinity of the ideal reflection direction. At a diffuse or glossy surface, a light path may be continued at infinitely many directions (Figure 7.1), from which a high enough number of sample paths should be computed and their contributions should be added.
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